To make sure I understand how to make use of Screaming Club, let me bounce this off the hive-consciousness:
Screaming Club (Pinned Opponent Only):The winner picks up 1 smaller grapple opponent and uses him to make 1 melee attack. The opponent is treated as a club of his Size and with a hit both the target and the grapple opponent suffer the appropriate damage.
For purposes of our example, we have
Hero McAwesomepants (Size M Human) Init 19
Dwarfykins (Size M Dwarf w Improved Stability) 17
Typtcast Bigfellow (Size L Giant w Improved Stability) 15
Sentries Standard NPC Goblins (Size S Goblins) 9
So McAwesomepants decides he wants to pick up a goblin (Gobby 1) and hit another goblin (Gobby 2) with a screaming club (assuming both are adjacent), that looks like:
Round 1, Init 19) On his initiative count, McAwesomepants: initiatives grapple vs Gobby 1 (Full Action) and wins the initial opposed Athletics check. (Gobby 1 is now Held)
Round 1, Init 9) Gobby 1 is forced to continue the full action Grapple check and loses, so McAwesomepants chooses to Pin Gobby 1. (Gobby 1 is now Pinned) (Gobby 2 beats on the Hero for minimal damage)
Round 2, Init 19) McAwesomepants spends another full action Grapple check, wins, and makes a (free action?) melee attack, with damage done both to Gobby 1 and 2.So my questions:
a) What does an Critical Success get you in a Grapple check? My cinematic instinct says add 1 additional benefit per AD spent to activate
b) Does the melee attack described in Screaming Club require the Blunt proficiency? Does it always count as untrained?
c) McAwesomepants successfully Sneaks up on the sentries and gets a Surprise Round, so his initial action happens in the Surprise Round, and before the Goblin gets to act, McAwesomepants gets to go again, scoring a critical success on this second Grapple roll -- is it too much to say "Spend 1 AD to activate (in a) the Critical and get an extra benefit, spend 1 AD (per mob of Standard or per each Special NPC) to automatically hit (roll damage and apply to both targets.